Merge remote-tracking branch 'origin/master' into Animations
This commit is contained in:
@@ -33,6 +33,8 @@ public:
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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void SetViewMatrix(glm::mat4 val);
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glm::mat4 BillboardMatrix();
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float AspectRatio() const { return m_AspectRatio; }
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void SetAspectRatio(float val);
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@@ -7,6 +7,7 @@
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Util/CommonFunctions.h"
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#include "Texture.h"
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class DrawFinalPass
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@@ -35,6 +36,7 @@ private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -50,6 +52,7 @@ private:
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Texture* m_BlackTexture;
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Texture* m_NeutralNormalTexture;
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Texture* m_GreyTexture;
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Texture* m_ErrorTexture;
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FrameBuffer m_FinalPassFrameBuffer;
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FrameBuffer m_FinalPassFrameBufferLowRes;
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@@ -69,6 +72,7 @@ private:
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ExplosionEffectSplatMapProgram;
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ShaderProgram* m_SpriteProgram;
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ShaderProgram* m_ForwardPlusSplatMapProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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ShaderProgram* m_FillDepthBufferProgram;
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@@ -2,6 +2,7 @@
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#define Model_h__
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#include "Rendering/RawModelCustom.h"
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#include "Util/CommonFunctions.h"
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//#include "Rendering/RawModelAssimp.h"
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#include "../OpenGL.h"
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#include "Core/AABB.h"
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@@ -6,9 +6,10 @@
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#include <png.h>
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#include "../Common.h"
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#include "../Core/ResourceManager.h"
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#include "Image.h"
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class PNG : public Image
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class PNG : public Image, public Resource
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{
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public:
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PNG(std::string path);
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@@ -50,7 +50,7 @@ public:
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struct TextureProperties {
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std::string TexturePath;
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glm::vec2 UVRepeat;
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std::shared_ptr<::Texture> Texture;
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Texture* Texture;
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};
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struct MaterialBasic
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@@ -15,6 +15,7 @@
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#include "PointLightJob.h"
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#include "DirectionalLightJob.h"
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#include "ExplosionEffectJob.h"
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#include "SpriteJob.h"
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struct RenderScene
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{
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@@ -25,6 +26,7 @@ struct RenderScene
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std::list<std::shared_ptr<RenderJob>> OpaqueShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> TransparentShieldedObjects;
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std::list<std::shared_ptr<RenderJob>> ShieldObjects;
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std::list<std::shared_ptr<RenderJob>> SpriteJob;
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std::list<std::shared_ptr<RenderJob>> PointLight;
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std::list<std::shared_ptr<RenderJob>> Text;
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std::list<std::shared_ptr<RenderJob>> DirectionalLight;
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@@ -41,7 +43,7 @@ struct RenderScene
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Jobs.OpaqueShieldedObjects.clear();
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Jobs.TransparentShieldedObjects.clear();
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Jobs.ShieldObjects.clear();
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Jobs.Text.clear();
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Jobs.SpriteJob.clear();
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Jobs.DirectionalLight.clear();
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}
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};
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@@ -18,6 +18,7 @@
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#include "../Core/EPlayerSpawned.h"
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#include "../Core/Octree.h"
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#include "../Collision/EntityAABB.h"
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#include "../Core/ConfigFile.h"
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class RenderSystem : public ImpureSystem
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{
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@@ -47,6 +48,10 @@ private:
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void fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs);
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void fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
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bool isEntityVisible(EntityWrapper& entity);
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bool isChildOfACamera(EntityWrapper entity);
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bool isChildOfCurrentCamera(EntityWrapper entity);
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};
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@@ -22,6 +22,7 @@
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#include "../Core/Transform.h"
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#include "imgui/imgui.h"
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#include "TextPass.h"
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#include "Util/CommonFunctions.h"
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class Renderer : public IRenderer
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{
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@@ -0,0 +1,73 @@
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#ifndef SpriteJob_h__
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#define SpriteJob_h__
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#include <cstdint>
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#include "../Common.h"
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#include "../GLM.h"
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#include "../Core/ComponentWrapper.h"
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#include "Texture.h"
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#include "Model.h"
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#include "RenderJob.h"
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#include "../Core/ResourceManager.h"
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#include "Camera.h"
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#include "../Core/World.h"
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#include "../Core/Transform.h"
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#include "Skeleton.h"
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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::RawModel::MaterialProperties matProp = Model->MaterialGroups().front();
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TextureID = 0;
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DiffuseTexture = CommonFunctions::LoadTexture(cSprite["DiffuseTexture"], true);
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IncandescenceTexture = CommonFunctions::LoadTexture(cSprite["GlowMap"], true);
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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Depth = 0;
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if (depthSorted) {
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glm::vec3 viewpos = glm::vec3(camera->ViewMatrix() * glm::vec4(Position, 1));
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Depth = viewpos.z;
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}
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World = world;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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};
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unsigned int TextureID;
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EntityID Entity;
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glm::mat4 Matrix;
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const Texture* DiffuseTexture;
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const Texture* NormalTexture;
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const Texture* SpecularTexture;
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const Texture* IncandescenceTexture;
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float Shininess = 0.f;
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glm::vec4 Color;
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glm::vec3 Position;
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const ::Model* Model = nullptr;
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unsigned int StartIndex = 0;
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unsigned int EndIndex = 0;
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World* World;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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void CalculateHash() override
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{
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Hash = TextureID;
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}
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};
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#endif
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@@ -4,14 +4,11 @@
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#include "../../Common.h"
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#include "../../OpenGL.h"
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#include "../../GLM.h"
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#include "../Texture.h"
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class CommonFuntions
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{
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public:
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CommonFuntions() = delete;
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private:
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namespace CommonFunctions
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{
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Texture* LoadTexture(std::string path, bool threaded);
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};
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#endif
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